DBZu/area/
DBZu/area/imc/
DBZu/boards/
DBZu/clans/
DBZu/color/
DBZu/councils/
DBZu/deity/
DBZu/doc/mudprogs/
DBZu/gods/
DBZu/log/
DBZu/notes/
DBZu/player/a/
DBZu/player/backup/c/
DBZu/player/backup/k/
DBZu/player/c/
DBZu/player/d/
DBZu/player/j/
DBZu/player/k/
DBZu/player/o/
DBZu/player/r/
DBZu/player/s/
DBZu/player/t/
DBZu/player/v/
DBZu/player/w/
DBZu/player/z/
#AREA   GspaceQuest~



#VERSION 1
#AUTHOR Gohan~

#RANGES
0 0 0 0
$

#FLAGS
1

#ECONOMY 0 0

#CLIMATE 2 2 2

#MOBILES
#6000
holding cell~
Holding Cell Mob~
A Holding Cell Mob.
~
~
77594627 0 0 S
10 0 0 0d0+0 0d0+0
0 0
112 112 0
> speech_prog p unlock cell 1~
mea $n &YYou hear a loud hiss as the door slides open.&D
mer $n &YYou hear a loud hiss as the door slides open.&D
unlock nw
op nw
~
> speech_prog p unlock cell 2~
mea $n &YYou hear a loud hiss as the door slides open.&D
mer $n &YYou hear a loud hiss as the door slides open.&D
unlock sw
op sw
~
> speech_prog p unlock cell 3~
mea $n &YYou hear a loud hiss as the door slides open.&D
mer $n &YYou hear a loud hiss as the door slides open.&D
unlock w
op w
~
> speech_prog p release me~
unlock ne
op ne
~
|
#6001
storage~
Storage Mob~
Storage Mob.
~
~
75497475 0 0 S
1 0 0 0d0+0 0d0+0
0 0
112 112 0
> speech_prog p open~
unlock n
op n
~
> speech_prog p 677389002~
unlock s
op s
~
|
#6002
captain door~
Captain Door Mob~
Captain Door Mob.
~
~
75497475 0 0 S
1 0 0 0d0+0 0d0+0
0 0
112 112 0
> speech_prog p 7003682~
unlock e
op e
~
> speech_prog p open~
unlock w
op w
~
|
#6003
drake~
Drake~
A man stands here.
~
~
3 0 0 C
1 0 0 0d0+0 0d0+0
0 1500000000
112 112 0
25 25 25 25 25 13 25
0 0 0 0 0
0 3 0 0 1 1 3
0 0 0 0 0 0 0 0
#6004
drake2~
Drake~
A man stands here.
~
~
3 0 0 C
1 0 0 0d0+0 0d0+0
0 1500000000
112 112 0
25 25 25 25 25 13 25
0 0 0 0 0
0 3 0 0 1 1 3
0 0 0 0 0 0 0 0
> death_prog 100~
if inroom($i) == 6055
say I'm sorry!
say I-I-I-I didn't mean it!
say If you get me to the docking bay to wait for my ride I will give
say you my armor.
mpmload 6004
else
endif
~
> fight_prog 30~
eat bean
~
|
#6005
attack android~
A Android~
A Android stands here.
~
~
3 0 0 C
1 0 0 0d0+0 0d0+0
0 1500000000
112 112 0
25 25 25 25 25 13 25
0 0 0 0 0
0 3 0 0 1 1 2
0 0 0 0 0 0 0 0
#0


#OBJECTS
#6000
holding cell keycard~
Holding Cell Keycard~
&WA small keycard lays here.&D~
~
9 0 1
0 0 0 0
1 0 0
#6001
storage keycard~
Storage Keycard~
&WA small keycard lays here.&D~
~
9 0 1
0 0 0 0
1 0 0
#6002
captain keycard~
Captain Keycard~
&WA small keycard lays here.&D~
~
9 0 1
0 0 0 0
1 0 0
#6003
storage disk~
Storage Disk~
&WA small disk lays here.&D~
~
9 0&16 1
0 0 0 0
1 0 0
#6004
communication array tool~
Communication Array Tool~
&WA strange tool lays here.&D~
~
9 0&16 1
0 0 0 0
1 0 0
#6005
drakes armor~
Drakes Armor~
&WA large set of armor lays here.&D~
~
9 0 1
0 0 0 0
1 0 0
#6006
drake two armor~
&zDr&wak&zes &zAr&wm&zor&D~
&WA large set of armor lays here.&D~
~
9 2 9
0 40 0 0 50000000 125000000
1 0 0
#0


#ROOMS
#6000
&Y(&RSpacestation&Y) &w- &WDocking Bay&D~
&zAs you step out into the docking bay you don't see anyone in sight. Looking
about the docking bay you see many large crates that are open and a few that
have yet to be opened. As you start to walk farther into the docking bay you
see a few other landing pads with ships on them but yet you still don't see
anyone around.
~
0 0 1
D0
~
~
0 -1 6001
> entry_prog 100~
if carryingvnum($n) 6003
mpforce $n junk storage
else
endif
~
> entry_prog 100~
if carryingvnum($n) 6004
mpforce $n junk communication
else
endif
~
> entry_prog 100~
if carryingvnum($n) 6005
mpforce $n junk drakes
else
endif
~
|
S
#6001
&Y(&RSpacestation&Y) &w- &WDocking Bay&D~
&zAs you step out into the docking bay you don't see anyone in sight. Looking
about the docking bay you see many large crates that are open and a few that
have yet to be opened. As you start to walk farther into the docking bay you
see a few other landing pads with ships on them but yet you still don't see
anyone around.
~
0 0 1
D0
~
~
0 -1 6004
D1
~
~
0 -1 6003
D2
~
~
0 -1 6000
D3
~
~
0 -1 6002
> entry_prog 100~
if carryingvnum($n) 6003
mpforce $n junk storage
else
endif
~
> entry_prog 100~
if carryingvnum($n) 6004
mpforce $n junk communication
else
endif
~
> entry_prog 100~
if carryingvnum($n) 6005
mpforce $n junk drakes
else
endif
~
|
S
#6002
&Y(&RSpacestation&Y) &w- &WDocking Bay&D~
&zAs you step out into the docking bay you don't see anyone in sight. Looking
about the docking bay you see many large crates that are open and a few that
have yet to be opened. As you start to walk farther into the docking bay you
see a few other landing pads with ships on them but yet you still don't see
anyone around.
~
0 0 1
D1
~
~
0 -1 6001
> entry_prog 100~
if carryingvnum($n) 6003
mpforce $n junk storage
else
endif
~
> entry_prog 100~
if carryingvnum($n) 6004
mpforce $n junk communication
else
endif
~
> entry_prog 100~
if carryingvnum($n) 6005
mpforce $n junk drakes
else
endif
~
|
S
#6003
&Y(&RSpacestation&Y) &w- &WDocking Bay&D~
&zAs you step out into the docking bay you don't see anyone in sight. Looking
about the docking bay you see many large crates that are open and a few that
have yet to be opened. As you start to walk farther into the docking bay you
see a few other landing pads with ships on them but yet you still don't see
anyone around.
~
0 0 1
D3
~
~
0 -1 6001
> entry_prog 100~
if carryingvnum($n) 6003
mpforce $n junk storage
else
endif
~
> entry_prog 100~
if carryingvnum($n) 6004
mpforce $n junk communication
else
endif
~
> entry_prog 100~
if carryingvnum($n) 6005
mpforce $n junk drakes
else
endif
~
|
S
#6004
&Y(&RSpacestation&Y) &w- &WDocking Bay&D~
&zAs you step out into the docking bay you don't see anyone in sight. Looking
about the docking bay you see many large crates that are open and a few that
have yet to be opened. As you start to walk farther into the docking bay you
see a few other landing pads with ships on them but yet you still don't see
anyone around.
~
0 0 1
D0
~
~
0 -1 6007
D1
~
~
0 -1 6006
D2
~
~
0 -1 6001
D3
~
~
0 -1 6005
> entry_prog 100~
if carryingvnum($n) 6003
mpforce $n junk storage
else
endif
~
> entry_prog 100~
if carryingvnum($n) 6004
mpforce $n junk communication
else
endif
~
> entry_prog 100~
if carryingvnum($n) 6005
mpforce $n junk drakes
else
endif
~
> act_prog p Drake arrives~
if mobinroom(6004) == 1
mpforce drake2 follow self
mpforce drake2 say Thank you for bringing me here.
mpforce drake2 mpoload 6006
mpforce drake2 say Here is my armor just like we agreed too.
mpforce drake2 drop armor
mpforce drake2 say Thank you once again.
mpforce drake2 smile
mppurge drake2
else
endif
~
|
S
#6005
&Y(&RSpacestation&Y) &w- &WDocking Bay&D~
&zAs you step out into the docking bay you don't see anyone in sight. Looking
about the docking bay you see many large crates that are open and a few that
have yet to be opened. As you start to walk farther into the docking bay you
see a few other landing pads with ships on them but yet you still don't see
anyone around.
~
0 0 1
D1
~
~
0 -1 6004
> entry_prog 100~
if carryingvnum($n) 6003
mpforce $n junk storage
else
endif
~
> entry_prog 100~
if carryingvnum($n) 6004
mpforce $n junk communication
else
endif
~
> entry_prog 100~
if carryingvnum($n) 6005
mpforce $n junk drakes
else
endif
~
|
S
#6006
&Y(&RSpacestation&Y) &w- &WDocking Bay&D~
&zAs you step out into the docking bay you don't see anyone in sight. Looking
about the docking bay you see many large crates that are open and a few that
have yet to be opened. As you start to walk farther into the docking bay you
see a few other landing pads with ships on them but yet you still don't see
anyone around.
~
0 0 1
D3
~
~
0 -1 6004
> entry_prog 100~
if carryingvnum($n) 6003
mpforce $n junk storage
else
endif
~
> entry_prog 100~
if carryingvnum($n) 6004
mpforce $n junk communication
else
endif
~
> entry_prog 100~
if carryingvnum($n) 6005
mpforce $n junk drakes
else
endif
~
|
S
#6007
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D0
~
~
0 -1 6008
D2
~
~
0 -1 6004
> act_prog p Drake arrives~
if mobinroom(6004) == 1
mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mpmload 6005
mpforce attack mpkill drake2
else
endif
~
|
S
#6008
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D0
~
~
0 -1 6009
D2
~
~
0 -1 6007
> act_prog p Drake arrives~
if mobinroom(6004) == 1
mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mpmload 6005
mpforce attack mpkill drake2
else
endif
~
|
S
#6009
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D0
~
~
0 -1 6010
D2
~
~
0 -1 6008
> act_prog p Drake arrives~
if mobinroom(6004) == 1
mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mpmload 6005
mpforce attack mpkill drake2
else
endif
~
|
S
#6010
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You notice that the humming gets stronger here, and seems to be coming from
the west.
~
0 0 1
D2
~
~
0 -1 6009
D3
~
~
0 -1 6011
D6
~
~
0 -1 6017
> act_prog p Drake arrives~
if mobinroom(6004) == 1
mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mpmload 6005
mpforce attack mpkill drake2
else
endif
~
|
S
#6011
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D1
~
~
0 -1 6010
D3
~
~
0 -1 6012
> act_prog p Drake arrives~
if mobinroom(6004) == 1
mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mpmload 6005
mpforce attack mpkill drake2
else
endif
~
|
S
#6012
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D1
~
~
0 -1 6011
D3
~
~
0 -1 6013
> act_prog p Drake arrives~
if mobinroom(6004) == 1
mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mpmload 6005
mpforce attack mpkill drake2
else
endif
~
|
S
#6013
&Y(&RSpacestation&Y) &w- &WBrig&D~
&zEntering the brig you notice right away there are 3 holding cells, one in
each corner along with one directly center of the room. You see near the center
of the room a large control panel with lights flashing on it. As you start
to walk farther into the brig you see a few medical beds along the west wall.
Looking around you see near the west wall of the room some tables with what
looks to be medical supplies laying on top of them.
~
0 0 1
D1
~
~
0 -1 6012
D3
~
door~
7 6000 6016
D7
~
door~
7 6000 6014
D9
~
door~
7 6000 6015
E
panel~
&z-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-&D
&z-                                                           -&D
&z-            &WTo access the holding cells say:&z               -&D
&z-                                                           -&D
&z-                    &WUnlock cell 1&z                          -&D
&z-                    &WUnlock cell 2&z                          -&D
&z-                    &WUnlock cell 3&z                          -&D
&z-                     &Wrelease me&z                            -&D
&z-                                                           -&D
&z-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-&D
~
> act_prog p Drake arrives~
if mobinroom(6004) == 1
mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mpmload 6005
mpforce attack mpkill drake2
else
endif
~
|
S
#6014
&Y(&RSpacestation&Y) &w- &WHolding Cell&D~
&zAs you enter the holding cell you notice there is nothing along the cold steel
walls but a few air holes near the top of the cell. Looking around the cell
you see there is a drain at the center of it along with a small steel toilet
near the back of the cell.
~
0 0 1
D8
~
door~
7 6000 6013
S
#6015
&Y(&RSpacestation&Y) &w- &WHolding Cell&D~
&zAs you enter the holding cell you notice there is nothing along the cold steel
walls but a few air holes near the top of the cell. Looking around the cell
you see there is a drain at the center of it along with a small steel toilet
near the back of the cell.
~
0 0 1
D6
~
door~
7 6000 6013
> entry_prog 100~
if mobinroom(6003) == 1
mpforce drake say Thank god someone has come!
mpforce drake say I have been stuck here for weeks without food!
mpforce drake say Can you help me get out of here and maybe find a way home?
else
endif
~
> speech_prog p no~
if mobinroom(6003) == 1
mpforce drake say Then screw you too!!
mpforce drake say I won't be stuck here any longer!
mpforce drake say And you will die for trying to keep me here!
mpforce drake mpkill $n
else
endif
~
> speech_prog p yes~
if mobinroom(6003) == 1
mpforce drake say I will meet you in at the bridge control console.
mpforce drake smile
mptransfer drake 6055
else
endif
~
|
S
#6016
&Y(&RSpacestation&Y) &w- &WHolding Cell&D~
&zAs you enter the holding cell you notice there is nothing along the cold steel
walls but a few air holes near the top of the cell. Looking around the cell
you see there is a drain at the center of it along with a small steel toilet
near the back of the cell.
~
0 0 1
D1
~
door~
7 6000 6013
S
#6017
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D6
~
~
0 -1 6018
D9
~
~
0 -1 6010
> act_prog p Drake arrives~
if mobinroom(6004) == 1
mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mpmload 6005
mpforce attack mpkill drake2
else
endif
~
|
S
#6018
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D0
~
~
0 -1 6022
D1
~
~
0 -1 6019
D9
~
~
0 -1 6017
> act_prog p Drake arrives~
if mobinroom(6004) == 1
mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mpmload 6005
mpforce attack mpkill drake2
else
endif
~
|
S
#6019
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D1
~
~
0 -1 6020
D3
~
~
0 -1 6018
> act_prog p Drake arrives~
if mobinroom(6004) == 1
mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mpmload 6005
mpforce attack mpkill drake2
else
endif
~
|
S
#6020
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D1
~
~
0 -1 6021
D3
~
~
0 -1 6019
> act_prog p Drake arrives~
if mobinroom(6004) == 1
mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mpmload 6005
mpforce attack mpkill drake2
else
endif
~
|
S
#6021
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D2
~
door~
7 6001 6056
D3
~
~
0 -1 6020
> act_prog p Drake arrives~
if mobinroom(6004) == 1
mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mpmload 6005
mpforce attack mpkill drake2
else
endif
~
|
S
#6022
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D0
~
~
0 -1 6023
D2
~
~
0 -1 6018
> act_prog p Drake arrives~
if mobinroom(6004) == 1
mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mpmload 6005
mpforce attack mpkill drake2
else
endif
~
|
S
#6023
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D0
~
~
0 -1 6024
D2
~
~
0 -1 6022
> act_prog p Drake arrives~
if mobinroom(6004) == 1
mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mpmload 6005
mpforce attack mpkill drake2
else
endif
~
|
S
#6024
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D2
~
~
0 -1 6023
D7
~
~
0 -1 6025
> act_prog p Drake arrives~
if mobinroom(6004) == 1
mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mpmload 6005
mpforce attack mpkill drake2
else
endif
~
|
S
#6025
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D3
~
~
0 -1 6026
D8
~
~
0 -1 6024
> act_prog p Drake arrives~
if mobinroom(6004) == 1
mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mpmload 6005
mpforce attack mpkill drake2
else
endif
~
|
S
#6026
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D1
~
~
0 -1 6025
D7
~
~
0 -1 6027
> act_prog p Drake arrives~
if mobinroom(6004) == 1
mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mpmload 6005
mpforce attack mpkill drake2
else
endif
~
|
S
#6027
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D0
~
~
0 -1 6028
D8
~
~
0 -1 6026
> act_prog p Drake arrives~
if mobinroom(6004) == 1
mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mpmload 6005
mpforce attack mpkill drake2
else
endif
~
|
S
#6028
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D0
~
~
0 -1 6029
D2
~
~
0 -1 6027
> act_prog p Drake arrives~
if mobinroom(6004) == 1
mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D
mpmload 6005
mpforce attack mpkill drake2
else
endif
~
|
S
#6029
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D0
~
~
0 -1 6030
D2
~
~
0 -1 6028
> entry_prog 100~
if mobinroom(6004) == 1
mpforce drake2 follow $n
mpforce $n group drake2
mpforce drake2 say lets get out of here.
else
endif
~
|
S
#6030
&Y(&RSpacestation&Y) &w- &WElevator&D~
&zAs you enter the elevator you notice there is a control panel on the wall
next to the doors along with a intercom panel on the other side of the doors.
You hear a humming come from the top and bottom of the elevator. Near the roof
of the elevator you see a small viewing screen.
~
0 0 1
D2
~
~
0 -1 6029
E
panel~
&z-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-&D
&z-                                                           -&D
&z-              &WTo visit the next floor say:&z                 -&D
&z-                                                           -&D
&z-                       &Wlevel two&z                           -&D
&z-                      &Wlevel three&z                          -&D
&z-                                                           -&D
&z-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-&D
~
> speech_prog p level two~
mea $n &YThe doors slide shut as you hear the elevator warm up and start to move up.&D
mer $n &YThe doors slide shut as you hear the elevator warm up and start to move up.&D
mptrans $n 6031
mpat $n mpforce $n look
~
> speech_prog p level three~
mea $n &YThe doors slide shut as you hear the elevator warm up and start to move up.&D
mer $n &YThe doors slide shut as you hear the elevator warm up and start to move up.&D
mptrans $n 6046
mpat $n mpforce $n look
~
|
S
#6031
&Y(&RSpacestation&Y) &w- &WElevator&D~
&zAs you enter the elevator you notice there is a control panel on the wall
next to the doors along with a intercom panel on the other side of the doors.
You hear a humming come from the top and bottom of the elevator. Near the roof
of the elevator you see a small viewing screen.
~
0 0 1
D2
~
~
0 -1 6032
E
panel~
&z-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-&D
&z-                                                           -&D
&z-              &WTo visit the next floor say:&z                 -&D
&z-                                                           -&D
&z-                       &Wlevel one&z                           -&D
&z-                      &Wlevel three&z                          -&D
&z-                                                           -&D
&z-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-&D
~
> speech_prog p level one~
mea $n &YThe doors slide shut as you hear the elevator warm up and start to move down.&D
mer $n &YThe doors slide shut as you hear the elevator warm up and start to move down.&D
mptrans $n 6030
mpat $n mpforce $n look
~
> speech_prog p level three~
mea $n &YThe doors slide shut as you hear the elevator warm up and start to move up.&D
mer $n &YThe doors slide shut as you hear the elevator warm up and start to move up.&D
mptrans $n 6046
mpat $n mpforce $n look
~
|
S
#6032
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D0
~
~
0 -1 6031
D2
~
~
0 -1 6033
S
#6033
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D0
~
~
0 -1 6032
D1
~
~
0 -1 6034
D3
~
~
0 -1 6041
S
#6034
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D1
~
~
0 -1 6035
D3
~
~
0 -1 6033
S
#6035
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D0
~
~
0 -1 6040
D1
~
~
0 -1 6036
D3
~
~
0 -1 6034
S
#6036
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D1
~
~
0 -1 6037
D2
~
~
0 -1 6039
D3
~
~
0 -1 6035
S
#6037
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D0
~
~
0 -1 6038
D3
~
~
0 -1 6036
S
#6038
&Y(&RSpacestation&W) &w- &WLiving Quarters&D~
&zAs you enter the living quarters you see a few beds that line the walls. You
see a intercom near the door along with some personal lockers near the back
of the room. On the upper top of corner of the room you see a large viewing
screen. In the center of the room you see a small table with some chairs around
it.
~
0 0 1
D2
~
~
0 -1 6037
S
#6039
&Y(&RSpacestation&W) &w- &WLiving Quarters&D~
&zAs you enter the living quarters you see a few beds that line the walls. You
see a intercom near the door along with some personal lockers near the back
of the room. On the upper top of corner of the room you see a large viewing
screen. In the center of the room you see a small table with some chairs around
it.
~
0 0 1
D0
~
~
0 -1 6036
S
#6040
&Y(&RSpacestation&W) &w- &WLiving Quarters&D~
&zAs you enter the living quarters you see a few beds that line the walls. You
see a intercom near the door along with some personal lockers near the back
of the room. On the upper top of corner of the room you see a large viewing
screen. In the center of the room you see a small table with some chairs around
it.
~
0 0 1
D2
~
~
0 -1 6035
S
#6041
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D1
~
~
0 -1 6033
D3
~
~
0 -1 6042
S
#6042
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D1
~
~
0 -1 6041
D3
~
~
0 -1 6043
S
#6043
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D1
~
~
0 -1 6042
D3
~
~
0 -1 6044
S
#6044
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D1
~
~
0 -1 6043
D3
~
~
0 -1 6045
S
#6045
&Y(&RSpacestation&Y) &w- &WMess Hall&D~
&zEntering the mess hall you see many tables that line the room in neat rows.
You see a large kitchen in the back along with a bar to server the food. As
you look around you notice there are a few intercom panels along the walls.
You see a large door to the back west wall of the room with a lable over top
of the door that reads "Freezer".
~
0 0 1
D1
~
~
0 -1 6044
S
#6046
&Y(&RSpacestation&Y) &w- &WElevator&D~
&zAs you enter the elevator you notice there is a control panel on the wall
next to the doors along with a intercom panel on the other side of the doors.
You hear a humming come from the top and bottom of the elevator. Near the roof
of the elevator you see a small viewing screen.
~
0 0 1
D2
~
~
0 -1 6047
E
panel~
&z-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-&D
&z-                                                           -&D
&z-              &WTo visit the next floor say:&z                 -&D
&z-                                                           -&D
&z-                       &Wlevel one&z                           -&D
&z-                       &Wlevel two&z                           -&D
&z-                                                           -&D
&z-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-&D
~
> speech_prog p level two~
mea $n &YThe doors slide shut as you hear the elevator warm up and start to move down.&D
mer $n &YThe doors slide shut as you hear the elevator warm up and start to move down.&D
mptrans $n 6031
mpat $n mpforce $n look
~
> speech_prog p level one~
mea $n &YThe doors slide shut as you hear the elevator warm up and start to move down.&D
mer $n &YThe doors slide shut as you hear the elevator warm up and start to move down.&D
mptrans $n 6030
mpat $n mpforce $n look
~
|
S
#6047
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D0
~
~
0 -1 6046
D2
~
~
0 -1 6048
S
#6048
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D0
~
~
0 -1 6047
D1
~
door~
7 6002 6049
D2
~
~
0 -1 6050
S
#6049
&Y(&RSpacestation&Y) &w- &WCaptains Office&D~
&zAs you enter this room you notice that it is very large with a single bed
that hangs from the side of the back wall. In the center of the wall you see
a large desk with a holographic screen and keyboard. You see a large chair
behind the desk with two chairs in front of it. Walking farther into the room
you see there are a few papers scattered across the top of the desk along with
a intercom panel imbedded into the desk top.
~
0 0 1
D3
~
door~
7 6002 6048
S
#6050
&Y(&RSpacestation&Y) &w- &WHallway&D~
&zUpon entering the spacestation hallway you notice that the walls are made
of steel and look bare besides a intercom panel that is imbedded into the wall.
Looking around the hallway you notice that there is no one in sight at all.
You hear humming echo through the hall coming from up ahead.
~
0 0 1
D0
~
~
0 -1 6048
D2
~
~
0 -1 6051
S
#6051
&Y(&RSpacestation&Y) &w- &WControl Bridge&D~
&zEntering the bridge you see a huge window near the front that shows the docking
bay and the wide open space that is outside. As you walk farther into you see
many control consoles along with chairs stationed around the room. Near the
center of the room you see a large control console with a single chair behind
it.
~
0 0 1
D0
~
~
0 -1 6050
D2
~
~
0 -1 6052
S
#6052
&Y(&RSpacestation&Y) &w- &WControl Bridge&D~
&zEntering the bridge you see a huge window near the front that shows the docking
bay and the wide open space that is outside. As you walk farther into you see
many control consoles along with chairs stationed around the room. Near the
center of the room you see a large control console with a single chair behind
it.
~
0 0 1
D0
~
~
0 -1 6051
D2
~
~
0 -1 6053
S
#6053
&Y(&RSpacestation&Y) &w- &WControl Bridge&D~
&zEntering the bridge you see a huge window near the front that shows the docking
bay and the wide open space that is outside. As you walk farther into you see
many control consoles along with chairs stationed around the room. Near the
center of the room you see a large control console with a single chair behind
it.
~
0 0 1
D0
~
~
0 -1 6052
D2
~
~
0 -1 6054
S
#6054
&Y(&RSpacestation&Y) &w- &WControl Bridge&D~
&zEntering the bridge you see a huge window near the front that shows the docking
bay and the wide open space that is outside. As you walk farther into you see
many control consoles along with chairs stationed around the room. Near the
center of the room you see a large control console with a single chair behind
it.
~
0 0 1
D0
~
~
0 -1 6053
D2
~
~
0 -1 6055
S
#6055
&Y(&RSpacestation&Y) &w- &WControl Console&D~
&zAs you get behind the control console you see many flashing lights along with
a few screens that are displaying different parts of the spacestation.As you
look around you notice that there is a bit of dust on the console along with
the chair. When you look through the large window in front of you, you see
the docking bay doors along with a door not far away from the docking bay that
reads "Storage" in large bright red letters.
~
0 0 1
D0
~
~
0 -1 6054
> entry_prog 100~
if mobinroom(6003) == 1
mpforce drake say Great you made it!
mpforce drake smile
mpforce drake say I looked over the control console and found out that it needs
mpforce drake say to be repaired, it looks like someone smashed the communication array.
mpforce drake sigh
mpforce drake say If you could go check out the storage room you might find the
mpforce drake say parts I need to fix this.
else
endif
~
> speech_prog p ok~
if mobinroom(6003) == 1
mpforce drake say You need to find a disk that is handed out to all the crew.
mpforce drake say That disk contains the password for the storage area.
mpforce drake say The second level is where the crews living quarters are
mpforce drake say you might find the disk there.
else
endif
~
> speech_prog p i have the disk~
if carryingvnum($n) 6003
if mobinroom(6003) == 1
mpforce drake smile
mpforce $n give disk drake
mpforce drake emote puts the disk into the control console
junk disk
mpforce drake say it looks like the password for the storage area is: 677389002
else
endif
endif
~
> speech_prog p i have the communication array tool~
if carryingvnum($n) 6004
if mobinroom(6003) == 1
mpforce drake say Great! let me see it and I will get to work
mpforce $n give tool drake
mpforce drake emote walks up to the console and starts to work on it
mpsleep 4
mpforce drake say That should do it.
mpforce drake say I hit the com signle for someone I know to pick me up.
mpforce drake say Could you do one last thing for me?
else
endif
endif
~
> speech_prog p sure~
if mobinroom(6003) == 1
mpforce drake say The Captain of this ship took my armor when they stuck
mpforce drake say me in that holding cell.
mpforce drake say Could you get my armor back for me?
else
endif
~
> speech_prog p I will get your armor~
if mobinroom(6003) == 1
mpforce drake say Great!
mpforce drake say The password into the Captains Office is: 7003682
mpforce drake smile
else
endif
~
> speech_prog p i have your armor~
if carryingvnum($n) 6005
if mobinroom(6003) == 1
mpforce drake grin
mpforce drake say Thank you!
mpforce $n give drakes drake
mpforce drake say Well now that I have my armor there is no need for you!
cackle
mppurge drake
mpmload 6004
mpforce drake2 mpkill $n
else
endif
endif
~
> speech_prog p i will take you to the docking bay~
if mobinroom(6004) == 1
mpforce drake2 say Great.
mpforce drake2 say meet me on the first floor and I will follow you from there.
mpoload 1104
mpoload 1104
mpoload 1104
mpoload 1104
mpoload 1104
mpoload 1104
mpoload 1104
mpoload 1104
mpoload 1104
mpoload 1104
give bean drake2
give bean drake2
give bean drake2
give bean drake2
give bean drake2
give bean drake2
give bean drake2
give bean drake2
give bean drake2
give bean drake2
mptrans drake2 6029
else
endif
~
|
S
#6056
&Y(&RSpacestation&Y) &w- &WStorage Area&D~
&zAs you enter the storage area you see many lockers and crates spread out across
the whole area. Walking farther into the room you see some mechanical parts
laying around on the tables that line the walls. You see a large viewing screen
on west wall of the room with a intercom panel below the screen.
~
0 0 1
D0
~
door~
7 6001 6021
D2
~
~
0 -1 6057
S
#6057
&Y(&RSpacestation&Y) &w- &WStorage Area&D~
&zAs you enter the storage area you see many lockers and crates spread out across
the whole area. Walking farther into the room you see some mechanical parts
laying around on the tables that line the walls. You see a large viewing screen
on west wall of the room with a intercom panel below the screen.
~
0 0 1
D0
~
~
0 -1 6056
D1
~
~
0 -1 6061
D2
~
~
0 -1 6058
D3
~
~
0 -1 6062
S
#6058
&Y(&RSpacestation&Y) &w- &WStorage Area&D~
&zAs you enter the storage area you see many lockers and crates spread out across
the whole area. Walking farther into the room you see some mechanical parts
laying around on the tables that line the walls. You see a large viewing screen
on west wall of the room with a intercom panel below the screen.
~
0 0 1
D0
~
~
0 -1 6057
D1
~
~
0 -1 6060
D3
~
~
0 -1 6059
S
#6059
&Y(&RSpacestation&Y) &w- &WStorage Area&D~
&zAs you enter the storage area you see many lockers and crates spread out across
the whole area. Walking farther into the room you see some mechanical parts
laying around on the tables that line the walls. You see a large viewing screen
on west wall of the room with a intercom panel below the screen.
~
0 0 1
D1
~
~
0 -1 6058
S
#6060
&Y(&RSpacestation&Y) &w- &WStorage Area&D~
&zAs you enter the storage area you see many lockers and crates spread out across
the whole area. Walking farther into the room you see some mechanical parts
laying around on the tables that line the walls. You see a large viewing screen
on west wall of the room with a intercom panel below the screen.
~
0 0 1
D3
~
~
0 -1 6058
S
#6061
&Y(&RSpacestation&Y) &w- &WStorage Area&D~
&zAs you enter the storage area you see many lockers and crates spread out across
the whole area. Walking farther into the room you see some mechanical parts
laying around on the tables that line the walls. You see a large viewing screen
on west wall of the room with a intercom panel below the screen.
~
0 0 1
D3
~
~
0 -1 6057
S
#6062
&Y(&RSpacestation&Y) &w- &WStorage Area&D~
&zAs you enter the storage area you see many lockers and crates spread out across
the whole area. Walking farther into the room you see some mechanical parts
laying around on the tables that line the walls. You see a large viewing screen
on west wall of the room with a intercom panel below the screen.
~
0 0 1
D1
~
~
0 -1 6057
S
#6063
Floating in a void~
~
0 4 1
S
#6064
Floating in a void~
~
0 4 1
S
#6065
Floating in a void~
~
0 4 1
S
#6066
Floating in a void~
~
0 4 1
S
#6067
Floating in a void~
~
0 4 1
S
#6068
Floating in a void~
~
0 4 1
S
#6069
Floating in a void~
~
0 4 1
S
#6070
Floating in a void~
~
0 4 1
S
#0


#RESETS
M 1 6000 1 6013
G 1 6000 1
D 0 6013 3 2
D 0 6013 7 2
D 0 6013 9 2
M 1 6001 1 6021
G 1 6001 1
D 0 6021 2 2
M 1 6002 1 6048
G 1 6002 1
D 0 6048 1 2
M 1 6003 1 6015
M 1 6000 2 6015
G 1 6000 1
D 0 6015 6 2
M 1 6000 3 6016
G 1 6000 1
D 0 6016 1 2
M 1 6000 4 6014
G 1 6000 1
D 0 6014 8 2
M 1 6001 2 6056
G 1 6001 1
D 0 6056 0 2
O 1 6004 1 6060
O 1 6003 1 6039
M 1 6002 2 6049
G 1 6002 1
O 1 6005 1 6049
D 0 6049 3 2
S


#SHOPS
0


#REPAIRS
0


#SPECIALS
S


#$